package xddq

import (
	D "websocket_apn/define"
)

/*
//使用甘露仙液
	xd.Send(proto.Get_Cmd_Data(xd.userInfo.PlayerId, proto.S_CASTSWORD_USETOOL, fmt.Sprintf("08 %s 10 8D B5 06 1A 00 20 01", xd.UserData.Activity[D.Activity_Refining_Conference].ID)))

//移动
xd.Send(proto.Get_Cmd_Data(xd.userInfo.PlayerId, proto.S_CASTSWORD_MOVE, fmt.Sprintf("08 %s 10 01", xd.UserData.Activity[D.Activity_Refining_Conference].ID)))


S_CASTSWORD_MOVE
08 A2 82 CC 04 10 01 上
08 A2 82 CC 04 10 02 下
08 A2 82 CC 04 10 03 左
08 A2 82 CC 04 10 04 右

请帮我完善以上代码，有点像2048的合成游戏，有以下规则
1:每次往上下左右移动一次，那么这个方向上相邻的2个就会合并成等级更高的。
2:合并动作完成后会在空出的（值为0）地方随机出现一个等级的。
3:游戏的规则拿最高的分数，分数的计算规则是 score = 1 << 等级
可以考虑综合以下几个方面：
1. 优先级设置

    高等级元素：始终优先保护高等级元素的位置，确保它们不被移动或影响。
    低等级元素：优先处理低等级元素，确保在移动时能够提高整体得分。

2. 移动策略

    连锁反应：寻找能够触发连锁反应的移动，最大化得分。例如，尝试将相同类型的元素聚集在一起以形成组合。
    边缘移动：优先选择边缘的元素进行移动，减少对中心元素的干扰。

3. 预测与模拟

    多步预测：不仅预测当前移动的得分，还尝试预测下几步的得分情况。选择那些能带来长期收益的移动。
    局部模拟：在每一步中模拟不同的移动结果，评估其对当前状态的影响。

4. 动态调整

    实时反馈：根据当前游戏状态动态调整策略。如果发现某种方式得分较高，则优先采用该方式。
    适应性学习：记录有效的移动模式，以便在未来的游戏中重复使用。

5. 资源管理

    控制移动次数：在有限的移动次数内，选择最有效的操作，避免无效的移动浪费机会。
    元素组合：优先组合那些最容易形成高分的元素。

*/
/*
const (
	LQDH_UP = iota
	LQDH_DOWN
	LQDH_LEFT
	LQDH_RIGHT
)

// 根据等级计算分数
func calcScoreByLevel(num int) int64 {
	level := int64(num)
	if level < 2 || level > 63 {
		return 0
	}
	return int64(1 << level)
}

// 计算所有2及以上等级的分数总和
func sumScores(levels [][]int) int64 {
	var totalScore int64 = 0
	for _, levelSlice := range levels {
		for _, level := range levelSlice {
			if level >= 2 {
				totalScore += calcScoreByLevel(level)
			}
		}
	}
	return totalScore
}

//计算下一次移动方向
func NextMoveSuggest(board [][]int) int {
	printBoard(board)
	move := suggestMove(board)
	switch move {
	case LQDH_UP:
		log.Info("建议向上移动")
	case LQDH_DOWN:
		log.Info("建议向下移动")
	case LQDH_LEFT:
		log.Info("建议向左移动")
	case LQDH_RIGHT:
		log.Info("建议向右移动")
	}
	return move
}

//打印当前等级
func printBoard(board [][]int) {
	fmt.Println()
	for _, row := range board {
		fmt.Println(row)
	}
}

func suggestMove(board [][]int) int {
	maxValue := int64(0)
	bestMove := -1
	hasMove := false

	for move := LQDH_UP; move <= LQDH_RIGHT; move++ {
		tempBoard := make([][]int, len(board))
		for i := range tempBoard {
			tempBoard[i] = make([]int, len(board[i]))
			copy(tempBoard[i], board[i])
		}
		moveBoard(tempBoard, move)

		// Check if the board has changed
		if !boardEqual(tempBoard, board) {
			hasMove = true
		}

		max := sumScores(tempBoard)
		if max > maxValue {
			maxValue = max
			bestMove = move
		}
	}

	if !hasMove {
		// Check if any move is valid by comparing the boards after each move
		for move := LQDH_UP; move <= LQDH_RIGHT; move++ {
			tempBoard := make([][]int, len(board))
			for i := range tempBoard {
				tempBoard[i] = make([]int, len(board[i]))
				copy(tempBoard[i], board[i])
			}
			moveBoard(tempBoard, move)

			// Check if the board has changed
			if !boardEqual(tempBoard, board) {
				return move
			}
		}
		return -1 // No valid move
	}

	return bestMove
}
func moveBoard(board [][]int, move int) {
	switch move {
	case LQDH_UP:
		moveUp(board)
		break
	case LQDH_DOWN:
		moveDown(board)
		break
	case LQDH_LEFT:
		moveLeft(board)
		break
	case LQDH_RIGHT:
		moveRight(board)
		break
	case -1:
		fmt.Println("无可行移动")
	}
}
func moveUp(board [][]int) {
	for col := 0; col < 4; col++ {
		for row := 1; row < 4; row++ {
			if board[row][col] == 0 {
				continue
			}
			for i := row; i > 0; i-- {
				if board[i-1][col] == 0 {
					board[i-1][col] = board[i][col]
					board[i][col] = 0
				} else if board[i-1][col] == board[i][col] {
					board[i-1][col]++
					board[i][col] = 0
					break
				} else {
					break
				}
			}
		}
	}
}

func moveDown(board [][]int) {
	for col := 0; col < 4; col++ {
		for row := 2; row >= 0; row-- {
			if board[row][col] == 0 {
				continue
			}
			for i := row; i < 3; i++ {
				if board[i+1][col] == 0 {
					board[i+1][col] = board[i][col]
					board[i][col] = 0
				} else if board[i+1][col] == board[i][col] {
					board[i+1][col]++
					board[i][col] = 0
					break
				} else {
					break
				}
			}
		}
	}
}

func moveLeft(board [][]int) {
	for row := 0; row < 4; row++ {
		for col := 1; col < 4; col++ {
			if board[row][col] == 0 {
				continue
			}
			for j := col; j > 0; j-- {
				if board[row][j-1] == 0 {
					board[row][j-1] = board[row][j]
					board[row][j] = 0
				} else if board[row][j-1] == board[row][j] {
					board[row][j-1]++
					board[row][j] = 0
					break
				} else {
					break
				}
			}
		}
	}
}

func moveRight(board [][]int) {
	for row := 0; row < 4; row++ {
		for col := 2; col >= 0; col-- {
			if board[row][col] == 0 {
				continue
			}
			for j := col; j < 3; j++ {
				if board[row][j+1] == 0 {
					board[row][j+1] = board[row][j]
					board[row][j] = 0
				} else if board[row][j+1] == board[row][j] {
					board[row][j+1]++
					board[row][j] = 0
					break
				} else {
					break
				}
			}
		}
	}
}

func boardEqual(board1, board2 [][]int) bool {
	for i := 0; i < len(board1); i++ {
		for j := 0; j < len(board1[i]); j++ {
			if board1[i][j] != board2[i][j] {
				return false
			}
		}
	}
	return true
}

func randomlyPlaceOne(board [][]int) {
	emptyPositions := make([][2]int, 0)

	for i, row := range board {
		for j, value := range row {
			if value == 0 {
				emptyPositions = append(emptyPositions, [2]int{i, j})
			}
		}
	}

	if len(emptyPositions) > 0 {
		randomIndex := rand.Intn(len(emptyPositions))
		position := emptyPositions[randomIndex]
		board[position[0]][position[1]] = 1
	}
}
*/

// 处理炼器大会
func (xd *XdDriver) CheckCastSwordInfoData(allInfo D.CastSwordInfo) {

}
